23 minute read
Wreck of the Mindspider
20 to 50 percent more than that. If the item comes from far away (more than 500 miles) and it’s not available locally, double its price. If the item comes from another world or another plane of existence, the sky’s the limit—fi ve to ten times the book price is a good target. The value of slaves is a different matter. Multiple factors go into the value of a slave, and the interest shown by the potential buyer is not the least. The basic method for determining the value of a slave is based on the creature’s CR, using the following formula:
Cost = (CR, minimum 1)2 × 100 gp
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An unskilled dwarf, for example, with CR 1/2, costs 100 gp (CR 1/2 rounds up to 1; 1 squared = 1; 1 times 100 gp = 100 gp). A troll slave, on the other hand, costs 2,500 gp (CR 5 squared = 25, times 100 gp = 2,500 gp). Unusual or marketable qualities in a slave, such as great strength, great beauty, valuable skill, or exotic origin, can multiply the price by two, three, or four. A skilled miner dwarf might bring 200 gp if sold at a mine. If that same dwarf were exceptionally strong, he could cost 400 gp. If that dwarf was an 8th-level rogue and the buyer was the head of a thieves’ guild, the slave could cost between 12,800 and 25,600 gp. The DM has considerable leeway when setting these prices, of course. When dealing with high-level characters, there’s always a possibility that the neogi don’t know how valuable or how skilled a particular captive is, leading them to undervalue the slave. Several skills come into play when haggling with neogi. Appraise is valuable for obvious reasons, but it’s less useful when dealing with unfamiliar or alien goods. Diplomacy is another handy skill. Long years of trading with some of the most unsavory creatures imaginable have made the neogi diffi cult to offend, but they respond uncharacteristically well to politeness. Sense Motive is essential; neogi lie about anything if they expect to get away with it. Pertinent Craft and Knowledge skills can provide essential synergy bonuses to relevant Appraise checks.
TR AVEL
Among the most impressive achievements of the neogi are their spider-shaped fl ying ships. Spiderships not only fl y rapidly from point to point on a world, but they are said to be able to travel from one world to another. When neogi arrive with exotic goods, the items might not be simply from far away—they might be literally from another world. In practical terms, most neogi are bound to the world where they live and tied to more mundane methods of travel. Like most merchants, they favor caravans for protection. Their caravans tend to be small, but with umber hulks acting as guards, they travel most regions with confi dence. In fact, they probably present a greater danger to those they meet on the road than vice versa.
WRECK OF T HE MINDSPIDER
A few weeks ago, a neogi fl ying ship met with misfortune in a furious thunderstorm as it was setting out on a long journey. Heavily damaged, it crashed on an isolated rocky beach. Several neogi and their slaves were killed or injured in the crash, but fi ve of the small monsters survived, along with four umber hulks and a handful of other useful slaves. Under the leadership of the sorcerer Neex Hist, the neogi are working to repair their ship so they can continue their interrupted voyage. In the meantime, they have set up camp in a large sea cave close by the site of the shipwreck. While the repairs continue, the neogi and their minions are scouring the area for anything of interest—there’s no point in leaving potentially valuable merchandise in the vicinity of the crash site, after all. The areas outside the sea caves consist of sheer bluffs, pebble-strewn beaches with heavy surf and massive driftwood logs, and a thick coastal forest of evergreens beginning at the upper end of the beach. The coast is cool and rainy, with frequent fogs. At the time the PCs arrive on the scene, a light fog covers the area. This fog has no effect within 30 feet, but creatures 30 to 60 feet away have concealment, and vision is obscured beyond 60 feet. The beach is diffi cult terrain due to the deep layer of pebbles. The outer sides of the headland are steep, but offer numerous handholds (DC 15 Climb check). Inside, the sea caves are somewhat slick and wet. Add +5 to the DC of Balance or Climb checks made inside the caves. In several places, the neogi had the umber hulks block passages with heavy boulders. Rolling a boulder barrier aside requires a DC 22 Strength check. Two or three umber hulks cooperate to emplace or remove a barrier.
1. GUARD POST (EL 8)
A tall headland rises up across the beach in a long rocky wall jutting well out into the water. Mist-wreathed evergreen forest crowns the top of the cape, and surging waves break along its sides. A large crevice in its side leads to a cave at the beach level. Two armored bugbears stand outside the cave, keeping watch over the area.
If the PCs approach openly and give no outward signs of hostility, continue with the following:
The bugbears glare at you, sizing you up. “Are you here to trade?” one growls.
The bugbears have orders to defend the lair against outright attack, but to hold their fi re until they’ve established whether any approaching creatures might in fact be potential customers. A party of characters can easily feign interest in “trading,” but before the bugbears allow any strangers to enter, they summon the umber hulk Kothogg, who keeps out of sight in
the alcove just within the entrance. Kothogg is really in charge of the guardpost, and it decides whether strangers seem like they’re here to trade or cause trouble. Kothogg doesn’t speak or understand Common. If the bugbears give visitors the thumbs-up, the umber hulk leads them to area 2 to meet the neogi Rixxil Kas. Kothogg won’t lead PCs holding weapons anywhere, though. If the PCs simply attack the bugbears, Kothogg comes to their assistance. It retreats if reduced to 20 or fewer hit points, hoping to warn its masters of an attack. If the PCs attack the base and then leave, the neogi have the umber hulks block this entrance tunnel with huge boulders to prevent any further incursions from this direction.
Kothogg, Umber Hulk: hp 81; Monster Manual page 248.
Bugbear Slave (2): Bugbear fi ghter 2; CR 4; Medium humanoid (goblinoid); HD 3d8+9 plus 2d10+6; hp 39; Init +2; Spd 30 ft.; AC 22, touch 12, fl at-footed 20; Base Atk +4; Grp +8; Atk or Full Atk +10 melee (1d8+4/×3, masterwork warhammer) or +6 ranged (1d8+2/×3, composite longbow); SQ darkvision 60 ft., scent; AL CE; SV Fort +7, Ref +5, Will +2; Str 18, Dex 15, Con 17, Int 10, Wis 12, Cha 6.
Skills and Feats: Climb +0, Hide –2, Listen +5, Move Silently +2, Spot +8; Alertness, CleaveB, Power AttackB, Weapon Focus (warhammer).
Languages: Goblin, Common. Possessions: breastplate, heavy wooden shield, masterwork warhammer, composite longbow (+2 Str bonus) with 25 arrows, potion of cure light wounds.
The bugbears are not dominated by the neogi; they’re simply held by fear of their small masters (or, more accurately, fear of the foul-tempered umber hulks that serve their small masters). Given the chance to escape, they are more than willing to abandon the neogi to their fate.
2. SEA CAVE (EL 8)
The loud rushing of water and the cries of sea birds fi ll this cave, open on its western end to the sea. Small waves surge onto the gravel beach inside. Daylight peeks into the cave from the half-fl ooded western entrance, the tunnel to the north, and a large crevice facing west. A steep, dimly lit passage climbs east, deeper into the headland. Heaps of crates, heavy casks, bales of cloth, and other such goods litter the higher and drier parts of the cave. A spiderlike creature the size of a large dog scuttles over the crates, inspecting them. It has a long, snaky neck and wears a strange sort of cape or cloak over its carapace, fastened with a golden chain. Several humanoids—orcs and goblins, mostly— work to rearrange the goods, and a big umber hulk towers behind the little spider-creature.
The neogi Rixxil Kas serves as the company’s stores and cargomaster. The mindspider’s cargo was offl oaded into this cave, and Kas maintains exacting records of which supplies are being used for which purposes. If Kothogg leads the PCs into the chamber, Rixxil Kas assumes they have come to trade. The neogi are interested in small, high-value cargo such as magic items, gemstones, rare spices, exotic slaves, and such things; the ship isn’t that big, after all. Of course, Kas is not above negotiating a trade and then arranging an ambush to enslave its would-be trading partners. If the PCs enter without Kothogg, Kas assumes trouble, and orders its slaves to attack.
Rixxil Kas, Neogi: hp 20; see page 90.
Rixxil’s Umber Hulk: hp 66; Monster Manual page 248.
Orc Slave (Warrior 1) (3): hp 5 each; Monster Manual page 203.
Goblin Slave (Warrior 1) (3): hp 4 each; Monster Manual page 133. If things go poorly, Rixxil Kas orders the giant octopus in area 3 to come and assist. The neogi has enslaved the octopus and can command the creature as it likes. The octopus can remain in the water and still reach much of the cave with its tentacles. The orcs and goblins fl ee if at all possible, hoping that this is their chance for an escape. Much of the cargo in this cave consists of supplies for a long voyage—salted meats, pickled fi sh, hardtack, and so on. The valuables include fi fty bottles of fi ne wine, thirty-fi ve bolts of silk worth 50 gp each, one hundred furs (mostly beaver) worth 5 gp each, and various other trade goods. Rixxil Kas’s cloak clasp is a fi ne gold chain worth 240 gp. Kas also has two coffers in area 7, where it keeps more cash and easily traded goods in case a deal presents itself.
3. WATER PASSAGE (EL 8)
The mouth of the sea cave faces the open ocean. Waves surge into the cave from outside, roaring and rumbling in the confi ned space.
The water in here is swift, cold, and treacherous (DC 18 Swim check to navigate). The drop-off is steep; anything within 5 feet of the shore is 5 feet deep, and the rest of the passage has an average depth of 10 to 15 feet. The neogi have an unusual guard for this entrance: a giant octopus enslaved by Rixxil Kas. The neogi has ordered the creature to remain near and slay anything coming in or going out. Normally, the monster lurks out near the mouth of the cave, where the water is deeper and food is more likely to wander by.
Giant Octopus: hp 52; Monster Manual page 276.
4. REPAIR YARD (EL 9)
The passage from the sea cave opens up on a hidden cove, surrounded by high headlands and dense forest. A broad, rocky strand runs for several hundred yards to the next headland. Nearby, a large, strange-looking vessel lies canted on its side, well above the storm line. It resembles a fantastic spider made of dark, polished wood and enameled metal, with masts in the shape of long arachnid legs, windows for its dark small eyes,
and a large open hatch in its belly, leading to a cargo hold. The spider-ship seems to have been damaged; par t of the hull is smashed. Surrounding the spider-ship is a makeshift repair yard. Several large tents house woodworking shops, and a number of trees have been felled and are being shaped into planks in an improvised sawmill. Humanoids are busy hoisting new planks over the ship’s damaged areas and hammering them into place under the supervision of another strange, spiderlike creature.
The neogi Azri Voqq, helmsman and shipwright, is overseeing the repair of the mindspider. It possesses more expertise in ship construction than its fellows, and has been given absolute priority in the use of talented slaves. To ensure Voqq’s attention to its task, the dwarf neogi Urqo Zar—personal slave to Neex Hist, the neogi leader—shadows its every step, scrutinizing Voqq’s work for even the minutest fl aw. The shipwright would dearly love for some horrible construction accident to befall the annoying Zar, but so far no such opportunities have presented themselves. The neogi regard their mindspider as sacrosanct, and are distinctly uncomfortable with allowing the ship to be seen by outsiders. Any PCs who appear here without being escorted by an umber hulk or a neogi is challenged at once, and attacked if they can’t provide a good accounting of themselves.
Azri Voqq, Neogi: hp 16; see page 90.
Urqo Zar, Dwarf Neogi: hp 11; see page 94.
Azri’s Umber Hulk: hp 73; Monster Manual page 248.
Bugbear Slave (2): hp 39 each; see page 103.
Human Slave (Expert 1) (5): hp 4 each. Urqo Zar uses its spell-like abilities of crushing despair and charm monster to soften up enemy warriors, trying to make them easy prey for the umber hulk and the bugbear fi ghters. Azri Voqq concentrates on spellcasters, hoping to enslave a powerful wizard and thus gain great status for itself. The human slaves don’t fi ght unless directly threatened. As much as they’d like to be free, they’re terrifi ed of winding up on the neogi menu if they try to help out attacking heroes who end up getting killed or captured. Given a chance, some or all might simply fl ee as best they can.
5. MINDSPIDER WRECK (EL 8)
This vessel does not seem to have been made for the water. Its masts jut out at all angles, and its largest hatch is on its underside, where it could not be opened were the vessel riding in the water. The hatch leads into a dimly lit cargo bay about 40 feet long and 10 feet high, and you can see smaller passages leading off to various other compartments, including cramped staterooms, weapons platforms, and a command deck.
The neogi have moved most of their cargo, slaves, and personal effects from the damaged ship to the nearby caves while repairs proceed. Neex Hist, the neogi sorcerer that leads the group, did not want to leave the ship completely unguarded. It assigned the neogi defi ler Jawarkk Fel to remain on board and make sure that no one attempted any sabotage or pilfered from the ship’s vault of high-value treasures. The vault is a room with an iron door (DC 30 Open Lock or DC 25 to break) in the center of the vessel. The neogi company’s most valuable goods are kept here; only Neex Hist and R ixxil Kas hold keys to the door. The treasure consists of 8,500 sp, 4,200 gp, 355 pp, twenty-two gems averaging 100 gp in value, a jeweled ring worth 700 gp, a fi ne platinum chain worth 2,200 gp, six potions of cure light wounds, a wand of searing light (20 charges), boots of the winterlands, and a +2 holy longsword. Each neogi owns various shares in this treasure, preferring not to risk carrying around their own individual wealth in a temporary lair like the wreck site. Jawarkk possesses an unusual slave—a gauth (lesser beholder). Jawarkk makes sure to keep the monster enslaved, and watches it constantly for signs that it might be shaking off the neogi’s infl uence. Jawarkk orders its gauth to attack intruders, and then seeks an opportunity to slip through the ship’s passageways and come up behind a party engaging the beholder. The defi ler looks for an opportunity to sneak attack someone who has been stunned by the gauth’s gaze.
Beholder, Gauth: hp 45; Monster Manual page 26.
Jawarkk Fel, Neogi Defi ler: Neogi rogue 5; CR 6; Small aberration; HD 5d8+10 plus 5d6+10; hp 57; Init +9; Spd 30 ft., climb 20 ft.; AC 22, touch 16, fl at-footed 17; Base Atk +6; Grp +2; Atk +12 melee (1d4 plus poison, bite) or +12 ranged touch (0, spit poison) or +13 ranged (1d6/19–20, masterwork light crossbow); Full Atk +12 melee (1d4 plus poison, bite) and +7/+7 melee (1d3, 2 claws), or +12 ranged touch (0, spit poison), or +13 ranged (1d6/19–20, masterwork light crossbow); SA enslave, poison, sneak attack +3d6; SQ darkvision 60 ft., evasion, neogi traits, trapfi nding, trap sense +1, uncanny dodge; AL CE; SV Fort +4, Ref +10, Will +8; Str 10, Dex 21, Con 14, Int 15, Wis 16, Cha 14.
Skills and Feats: Appraise +6, Balance +11, Climb +17, Craft (poisonmaking) +7, Disable Device +12, Hide +17, Intimidate +6, Jump +11, Listen +7, Move Silently +15, Search +10, Spot +11, Tumble +13; Ability Focus (poison), Dodge, Improved Initiative, Spit Poison†, Weapon FinesseB . † New feat described on page 94.
Languages: Common, Undercommon, Terran, Abyssal.
Enslave (Su): Three times per day, a neogi defi ler can try to enslave any one living creature within 30 feet. This ability functions similarly to a dominate monster spell (caster level 16th; Will DC 14). For more details, see the enslave ability description on page 91.
Poison (Ex): Injury, Fortitude DC 19 (17 when spit), initial damage 1d4 Dex, secondary damage 1d4 Wis.
Sneak Attack (Ex): Jawarkk Fel deals an extra 3d6 points of damage on any successful attack against fl at-footed or fl anked targets, or against a target that has been denied its Dexterity bonus for any reason. This damage also applies to ranged attacks against targets up to 30 feet away. Creatures
with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sneak attacks. The defi ler can choose to deliver nonlethal damage with its sneak attack, but only when using a weapon designed for that purpose, such as a sap (blackjack).
Evasion (Ex): If Jawarkk Fel is exposed to any effect that normally allows it to attempt a Refl ex saving throw for half damage, it takes no damage with a successful saving throw.
Trapfi nding (Ex): Jawarkk Fel can fi nd, disarm, or bypass traps with a DC of 20 or higher. It can use the Search skill to fi nd, and the Disable Device skill to disarm, magic traps (DC 25 + the level of the spell used to create it). If its Disable Device result exceeds the trap’s DC by 10 or more, the defi ler discovers how to bypass the trap without triggering or disarming it.
Uncanny Dodge (Ex): Jawarkk Fel retains its Dexterity bonus to AC even when fl at-footed or targeted by an unseen foe. It still loses its Dexterity bonus if paralyzed or otherwise immobile.
Possessions: Bracers of armor +3, masterwork light crossbow with 20 bolts, gloves of Dexterity +2, potion of cure moderate wounds, potion of invisibility. The mindspider can be repaired to fl y again, but its use requires a magical device known as a lifejammer. It slowly drains the life force of a creature strapped into it. The neogi do not share knowledge of how to operate the lifejammer or maneuver the vessel with any other creatures, not even to save their own lives.
6. SL AVE PEN (EL 3)
A short, steep slope leads down to a large cave lit by several dim yellow oil-lanterns. Crude sleeping pallets lie along the walls. Most are empty now. A long trestle table stands at one end of the cave, with a small, smoky cooking fi re nearby. Two other passages exit the cave, but they’re a good 15 feet above the fl oor, reachable only by a narrow and treacherous ledge that circles the pitlike fl oor. An armed bugbear stands here, keeping watch over a handful of other humanoids.
Reaching the fl oor of the pen, or the ledge from the pen fl oor, requires a DC 15 Climb check. Navigating the ledge to reach the east or south exits requires a DC 10 Balance check or a DC 15 Climb check. The neogi and umber hulks, all quick and skillful climbers, easily circle the pen in either direction. A ladder is kept drawn up on the ledge near the north entrance, where the guard is stationed; when he needs to get someone into or out of the pen, he lowers the ladder. The neogi have a total of seven human slaves (two here and fi ve in area 4), fi ve orc slaves (two here and three in area 2), and six goblin slaves (three here and three in area 2). The slaves are supervised by fi ve bugbear slave warriors (two in area 1, two
The wreck of the mindspider
Illus. by R. Sardinha
in area 4, and one here) that answer to the umber hulks and neogi, keeping the other slaves in line to win favor and stay out of the cookpot. The neogi intend to take only a few of the best slaves with them when they leave. The slaves are sleeping or resting. They’re kept here until the neogi have a need for them. The orcs and goblins are used as foragers and laborers, while the humans are reserved for repair work on the mindspider. The bugbear is stationed here to prevent mischief in the slave pen, not to fi ght a party of armed intruders. If suddenly confronted by unescorted adventurers, he quickly retreats back to area 7 or 8 to warn the neogi there that trouble is on the way.
Bugbear Slave: hp 44; see page 103.
Human Slave (Expert 1) (2): hp 4 each.
Orc Slave (Warrior 1) (2): hp 4 each; Monster Manual page 203.
Goblin Slave (Warrior 1) (3): hp 3 each; Monster Manual page 133. The slaves have little interest in fi ghting the neogi. They’re certainly willing to turn on the bugbear, given the chance, after which they’re interested only in getting away (although the human slaves here tell any rescuing heroes about the other slaves working on the mindspider in area 4).
7. NEOGI CAVERN (EL 8)
This large cave is dry and relatively fl at and has a sandy fl oor. Several large iron braziers stand around the chamber, shuttered so that they give off little light but plenty of warmth. A few casks and crates scattered about seem to have been arranged into makeshift furnishings. Two of the small spiderlike creatures are here, conversing in high-pitched hissing voices, while a big umber hulk stands mutely watching.
The neogi chose this cavern for their personal quarters, since it’s the most comfortable and secure of the caves. They like their environment to be dimly lit and warm, and the braziers burn with their big iron covers opened just enough to let the coals within smolder for hours. Anyone who appears in this room without a neogi or umber hulk escort is nothing more than a prize waiting to be enslaved—or so the neogi think. The umber hulk Kothogg (area 1) belongs to the second neogi in this room.
Neogi (2): hp 21, 17; see page 90.
Umber Hulk: hp 71; Monster Manual page 248. As always, the neogi keep well away from any melee combat while the umber hulk does the hard work. The cave walls offer several good perches 10 and 15 feet above the fl oor, and the neogi scramble up at the fi rst sign of any threat. Two small locked iron coffers (Open Lock DC 30) hidden along the back wall hold 350 gp, 18 pp, four potions of cure light wounds, a potion of lesser restoration, and a dozen small gemstones averaging 10 gp in value each. These belong to Rixxil Kas, who keeps them as a stash of easily accessible currency in case any opportunity for a deal comes up.
8. SORCERER’S ROOST (EL 9)
Both the passages leading up to this cave from areas 6 and 7 require DC 15 Climb checks to negotiate, due to the steep slope and lack of good footing. The south passage descends steeply from a small, well-hidden chimney or opening high on the cliffside overlooking area 4. It also requires a DC 15 Climb check to descend.
A short, steep scramble up a sloping rift leads into another large, sand-fl oored cave with a high ceiling. Shuttered iron braziers or stoves smolder with warmth, but give off little light. On the south side of the chamber, the rift continues to ascend into a narrowing chimney or crevice through which the gleam of daylight shows. A collection of oddities—small creatures preserved in jars, clay vessels fi lled with oils and powders, and a small table cluttered with parchments and inkpots—suggests the workshop of a wizard or sorcerer. Another of the spiderlike creatures works here, scuttling around the desk on its quick feet, while an umber hulk stands watch.
It’s unusual for a neogi sorcerer to lead a band of the creatures, but Neex Hist’s business ventures have been as successful as its arcane experiments, and it is the wealthiest member of the crew that survived the crash. Of course, its ownership of the dwarf neogi Urqo Zar (see area 4) has brought Neex Hist prestige and wealth. Hist does not expect any creatures other than neogi to appear in its chambers. It attacks anyone without a neogi escort at once, seeking to subdue them with its spells and its umber hulk’s confusing gaze.
Neex Hist, Neogi Sorcerer 6: hp 48; see page 96.
Umber Hulk: hp 75; Monster Manual page 248. Hist is not willing to fi ght to the death—its own, anyway. If badly injured, it fl ees through whichever passage offers the best chance of escape, hoping to rally help from the other neogi in area 7, or the neogi and slaves in area 4. If escape appears impossible, Hist is not above pleading for a parley to negotiate the best deal it can for its life. Most of Neex Hist’s wealth consists of its share in the mindspider’s vaults and its own personal equipment. It keeps a small bit of spending money here in its retreat. Hidden beneath a small rock on the fl oor (Search DC 15) is a pouch containing 44 pp, 115 gp, a potion of cure light wounds, and a scroll of spell immunity. (As a sorcerer, Hist can’t use the scroll, but the neogi knows its value in trade.)